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bella combo factory and training dumbness mansion

dragonos451

Combo crafting is fun
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dragonos451
Cerebella
My database! My passion! My life!

After filling 12 pages with combo possibilities, undizzy calculus, and character specific junk I find, It's getting tricky for me to swim through all this.
So I'm creating this thread to have a place where to put everything in order, adding stuff I find. I'll also put my BnBs and resets I use/have to work on.
I probably won't put in more posts, only edit the existing ones.
Feel free to use the stuff you find in there, you may get some ideas that I won't.

Update note : still need to find a better way to organize all this, but I mainly need to get some of that CH stuff in there, starting to have way too much paper used for that.

1st part : "finished" combos
Universal : 7982, 1 bar
c.lk c.mp c.hp
j.mk j.hk c.lk c.mk j.mp j.hk
s.hp PH c.mp s.hp run stop s.lpx2 c.mp s.hk cerecopter dynamo

medium and heavy : 9786, 2 bars
c.lk c.mp c.hp
j.mp j.hk
land j.hp
c.lk c.mp s.hp PH dash s.mk s.hk cerecopter dynamo
c.lp c.mp s.hk cerecopter dynamo

double, when I forget it does less damage or if I may get a counter hit : 9627, 2 bars
c.lk c.mp c.hp
j.mp j.mk j.hp
s.mp
j.hk j.lk j.mp j.hk
s.hk cerecopter dynamo (if LCH : add s.mk ; MCH : s.hp PH dash s.hk cerecopter)
s.lpx2 c.mk titan knuckle cerecopter dynamo

Big Band, same reasons : 9112, 2 bars
c.lk c.mp c.hp
j.mp j.hk
j.lk j.mp j.hk j.lp j.mp j.hk
s.hk copter dynamo
c.lp c.mp s.hk copter dynamo

lights, more optimized corner combo with c.hp starter : 8554
c.lk c.mp c.hp
j.mk j.hk
c.hk DH
s.lk c.mk DH
c.hp j.lp j.hp
s.lp s.mp s.hk copter dynamo

lights, after mgr/DD in the corner : 6.7k / 7.9k
c.lk c.mp TK DH
s.lp c.mk DH
c.hp j.lp j.hp
s.lk s.mk s.hp PH
c.mp s.hk copter dynamo

Devil horns combos (lights only):
easy BnB, corner start : 10407, 2 bars
c.lk c.mk titan knuckle DH
c.mk DH
s.lpx2 s.mk cerecopter dynamo
c.lk c.mk j.mp j.hk
s.hp PH c.mp s.hk cerecopter dynamo

easy/medium, possible next BnB : 9117, 1 bar
c.lk c.mk titan knuckle DH
c.mk DH
c.hp j.lk (possibly delayed if c.hp done really soon) j.hk
c.lk c.mk j.mp j.hk
s.hk run stop c.lp c.mk titan knuckle cerecopter dynamo

medium : 9698, 1 bar, no otg used
c.lk c.mk titan knuckle DH
c.mk DH
j.mp j.hk
c.lk c.mk titan knuckle DH
s.lp c.mk DH
c.mp titan knuckle (or s.hk if too low) cerecopter dynamo

medium/hard, possible BnB, will go for it if beginning done properly) : 11008, 2 bars
c.lk c.mk titan knuckle DH
c.mk DH
j.mp j.hk
c.mp DH
s.lp c.mk DH
c.hp excellebella dynamo
c.lk c.mp titan knuckle copter dynamo

hard/optimal : 11595, 2 bars
c.lk c.mk titan knuckle DH
c.mk DH
c.mp titan knuckle DH
s.lk c.mk DH
s.hk cerecopter dynamo
c.lp c.mp titan knuckle copter dynamo

fairly close to corner : 9492 damage, 2 bars
c.lk c.mk j.mp j.hk c.mk titan knuckle DH
s.lp c.mk DH
c.mp titan knuckle dynamo (NO CERECOPTER)
c.lk c.mp titan knuckle copter dynamo


double side switch/easy : grab : 6365, cmd grab : 7.7k
grab c.lk c.mp titan knuckle DH
s.lp c.mk j.mp j.hk
c.mp s.hp run stop c.lk c.mp s.hp kanchou
s.hk copter dynamo

hard/optimal(?) : 6900, 8.2k
c.lk c.mp titan knuckle DH
s.lp c.mk DH
c.mp titan knuckle DH
s.lk c.mk DH
j.mp j.hk
s.hk copter dynamo


no switch, easy : 6.7k, 7.9k
c.lk c.mp titan knuckle DH
s.lp c.mk DH
c.hp
j.lp mash j.hp
s.lk s.mk s.hp pummel horse
c.mp s.hk copter dynamo

easy : 7970 (damage after double DD)
c.hk DH
s.lp c.mk j.mp j.hk
s.hp PH c.mp s.hp run stop c.lk c.mp s.hk cerecopter dynamo

easy : 8.1k
c.hk DH
s.lp c.mk DH
j.lp j.hp
s.lk s.mk s.hp PH
c.mp s.hk copter dynamo

medium : 8248
titan knuckle DH
s.lp c.mk DH
j.mp j.hk
c.mp s.hp PH dash s.lp s.mp s.hk copter dynamo

hard : 8458
titan knuckle DH
s.lp c.mk DH
c.mp titan knuckle DH
s.lk c.mk DH
s.hk copter dynamo

 
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2nd part : techs :

3rd part : resets/burst baits
- Lights : c.hp j.mp j.hp j.lp land jump airgrab.
- c.mp s.hp run stop j.lk j.mp cross up/fake cross up : doesn't work on painwheel and cerebella.
to make it work on val and double and peacock, replace j.lk with j.lp.
to make it work on BB, super jump.

-compilation! :
 
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4th part : unfinished combos/prototypes/vid to make
nothing there anymore, I moved my notes to another recipient.

5th part : random stuff I find
-c.mp c.hp DH hits only on val and parasoul (and BB if DH delayed)

-on fortune/parasoul, corner : c.hp j.hp land j.lk j.hk restand

-j.mp j.hk restand can be done after s.lk c.mk DH corner AND midscreen ONLY if s.lk done on juggle high enough

-c.mp kanchou is a combo on : filia, fukua, ms fortune, squigly, painwheel and parasoul
doesn't work on peacock, valentine, cerebella, BB and double

-c.mk j.mp j.hk s.hp kanchou can be a combo (filia, at least)

-c.mk j.lp mash j.mp restand is doable reliably on parasoul and cerebella (midscreen ok, corner -> neutral jump), and EASY on BB.
double, it's doable only in the corner (high tendency to j.lp whiff midscreen)

c.lk s.hk DOESN'T LINK!!!

6th part : stupidity
midscreen filia : c.mk kanchou c.mp c.hp neutral jump j.lp j.mp j.hk
c.mp kanchou c.mp kanchou = LOL
double : c.hp j.mp j.mk j.hp s.mp j.hk c.mk c.hp (no delay)
j.lp j.mp j.hk side switch (235) c.lk c.mp c.hp excellebella

c.mk DH c.mp kanchou
move counter.jpg
 
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6th part : todo list

- combos and vids :
• gemology
• teabag combos (not really interesting stuff, leaving it here just in case)
• find someone to perform the 7 pillars combo
• teamwork combo with GN4RK
• 5 kanchous combo (that shit is way too hard for me right now)
• ready aim fire
• optimized 360 followup combos
• corner counter hit combos (I should really record that some day)
• I don't forget (I guess I'll wait for next year's halloween...)
• green vial kanchou feint (easy stuff, don't really care, maybe when I'm bored)


- Marie :
• full skip her ass.
• perfect TOTS Nightmare Marie (lul nope)
 
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7th part : probably useful stuff I find (gotta find combos using it)

-c.mp kanchou is a combo on : filia, fukua, ms fortune, squigly, painwheel and parasoul
doesn't work on peacock, valentine, cerebella, BB and double

-c.mk j.mp j.hk s.hp kanchou can be a combo (filia, at least)

-parasoul: corner -> c.hp j.hp s.lp no otg used
otg c.lk c.mp c.hp j.hp s.lk no otg used

-double / BB?: corner -> c.mk c.hp j.hp s.lp no otg used
corner otg c.lk c.mp c.hp j.hp s.lp works
c.hp j.hp j.lp c.mk

-val, corner : c.mp c.hp DH c.mp DH c.hp
 
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broseidon rex poem :

Spooky Scary SoloBella sends shivers down your spine.
Diamonds and her command grabs will seal your fate tonight
Spooky Scary Solobella has deceptive reach
You'll throw your stick in a such a fit
when you do taste defeat.
Solobella seems so bad, Like she can't capitilize
But when she finally gets in, You'll be so surprised

I had to save it somewhere, and I guess here is a relevant place for it.
 
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tutorial : how to make your life more difficult
1) have a computer running on vista
2) have an old windows movie maker you can't update cuz it tells you need windows 7
3) have WMM not recognize .mp4 files
4) record with obs --> .mp4 files, not much of a choice
5) struggle to find a free video converter that doesn't force you to install 132 useless add-ons
6) convert everything in .avi
7) WMM tells you to fuck off even though you have another .avi vid that works normally on it
8) convert everything in .WMV
9) now you can start editing your video!!!
 
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• Run followups come out one frame faster if you input them :B::F:KK, instead of :B::F:K+P.
For example, to get kanchou out as fast as possible, input :B::F:HK~MK (obligatory to get sHP Kanchou to combo on Big Band, strongly advised on other characters).
Inputting run stops :B::F:HK~LK or :B::F:MK+LK makes run stop links 1f easier than :B::F:K+LP.

• You don't necessarily need to press the followup button AFTER inputting tumble run. If you hold a button and input (charge):B: :F: K, the run followup matching the button held will come out.
For example : if sHP Pummel Horse causes you problems, try inputting : (charge):B:, sHP, LP+LK (HOLD), :F:+HK. Some find it easier, but this input also won't call your assist, while :B::F:K+LK+LP will call it every time.

"Why are there run stops in the intermediate combos?! I'm playing with a controller and I'm not an execution god!"
Using a controller isn't a problem (I use one). Run stops may seem intimidating at first, but getting used to it isn't harder or more time consuming than learning any good combo in this game. And when you're used to it, you only have to deal with 4-6 frames links. On the other hand, run stops give Cerebella more damage, more meter, more reset points and better resets.

"4-6f links are hard! Pummel horse into cMP is 5f, yet I keep missing it!"
Don't worry, that doesn't mean you're bad. Everyone hates Pummel Horse. The long animation slows down the pace of the match, and kills any timing cue you may have for the rest of your combos. But if you want max damage/meter, you'll have to deal with it, sorry.

• "Uh? I never miss that link when I practice in training mode."
Make sure you have "stagger recovery" turned ON in the training options menu. Still never miss it? Enjoy your awesomeness! :^)

"Why sHP instead of sHK in the last chain of many combos?"
At max scaling, sHP does more damage than sHK. Not obvious or intuitive, but true.

"How much meter do the combos build? Everything is recorded with max meter!"
Between 70% and 90% of a bar, with the exception of lights specific kanchou+devil horns combos building a full bar.
Basically, the more damage a combo does with the same amount of bars used, the more it builds meter. If you really want to focus on meter building rather than damage, simply replace every sHK/sHP/Titan Knuckle x Cerecopter you see in combos with cHP x Excellebella.

• Every time you see a combo ending with diamond dynamo, sLK sMP sHK x cerecopter xx diamond dynamo, feel free to go for the more optimal combo ender :
sLK cMK Titan Knuckle x cerecopter xx diamond dynamo.
Adds ~180 damage, but timings are a bit character specific.

• Useful links :
Combo flowchart by Kai
Mr Peck's jLPx3 jHP restand guides
If you have questions, be sure to check the beginner ressource thread first!
[VIDEO]
cLK cMP cHP
jMK jHK
cLK cMP cHP x excellebella xx diamond dynamo
6188 damage, 1 meter
Works everywhere, on everyone.
THE BnB :
[VIDEO]
cLK cMP cHP
jMK jHK
cLK cMK
jMP jHK
cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x cerecopter xx diamond dynamo
7332 damage, 1 meter
Works everywhere, on everyone.


The better BnB :
[VIDEO]
cLK cMP cHP
jMK jHK
cLK cMK
jMP jHK
sHP x pummel horse
cMP sHP x run stop
sLPx2 sMP sHP x cerecopter xx diamond dynamo
7743 damage, 1 meter
Works everywhere, on everyone.



OTG-less BnB :
[VIDEO]
cLK cMP sHP x run stop
cLK cMK
jMP jHK
sHP x pummel horse
cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x cerecopter xx diamond dynamo
7576 damage, 1 meter
8633 damage, 2 meters.
Works everywhere, on everyone.
2nd dynamo only doable if you are in the corner.


Important notes :
- You may have some difficulties with the cMK jMP jHK. restand against Squigly. You have two solutions : either delay cMK after cLK, or delay your jump cancel (don't delay jMP after jumping, though). Both tweaks are enough on their own to make the restand easy.
- cMK may whiff against Big Band depending on your timings. To solve this issue, two solutions : do a micro dash before cLK cMK, or learn the Big Band specific combos. They are not hard, so I advise you to learn them anyway
- It is ill-advised to do sLPx2 sMP after the jLPx3 jHP restand against Miss Fortune and Valentine. Most of the time, either the second sLP or the sMP will whiff.
I highly recommend you always do cLP cMP against these characters instead. On the other hand, there is no problem using sLPx2 sMP on them after a run stop, as in the "better BnB" combo.
Despite the visual similarities with Miss Fortune, Robo-Fortune doesn't have that issue, so do whatever.
- Beginner :
[VIDEO]
merry-go-rilla
cLP cMP cHP x excellebella xx diamond dynamo
4916 damage, 1 meter
Works everywhere, on everyone.

- Intermediate/advanced :
[VIDEO]
1) merry-go-rilla
Micro dash cLK cMK
jMP jHK
sHP x pummel horse
cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x cerecopter xx diamond dynamo
6719 damage, 1 meter
Works on everyone, everywhere, except Painwheel midscreen.
Micro dashing isn't required against anyone in the corner. It isn't required midscreen against Big Band, Double, Beowulf, Eliza. It isn't necessary against Filia/Fukua either, but the jMP jHK restand is pretty hard on them without the dash, so I strongly advise micro dashing against them.


2) merry-go-rilla
Micro dash cLK cMK
jMP jHK
sHP x pummel horse
cMP sHP x run stop
cLK cMP sHP x run stop
sLPx2 sMP sHP x cerecopter xx diamond dynamo
6932 damage, 1 meter
Works on everyone, everywhere, except Painwheel midscreen.
Same start, end route with more run stops to get a bit more damage. If you like run stops, or hate the jLPx3 jHP restand, this route is for you.


3) merry-go-rilla
cLP cMP cHP
jLPx3 jHP
cLK cMK
jMP jHK
sHP x pummel horse
cMP sHP x run stop
sLPx2 sMP sHP x cerecopter xx diamond dynamo
6939 damage, 1 meter

Notes : the cLP cMP cHP conversion is the only universal one midscreen, doesn't require to micro dash, but is finicky to use.
• If you don't micro dash, you may need to slightly delay the cHP, else your jLP jHP restand will fail, especially against light characters. On the other hand, delaying slightly too much will result in cHP whiffing completely. I'm sorry if you hate micro dashes, but if you want it to be reliable, you better do merry-go-rilla micro dash cLP cMP cHP.
• Feel free to use as many jLPs as you wish for the first restand, the damage stays very stable whatever amount of them you use.
• jLP jHP cLK cMK may result in cMK whiffing if jHP doesn't hit pretty high. Some characters like Miss Fortune will often do that to you.
• I don't recommend using this combo most of the time. Do so only if you are against painwheel and grab her midscreen, and you better learn micro dashing to make sure your combo is as reliable as possible.
Beginner :
[VIDEO]
air throw
down jMP (unbreakable elbow)
diamond dynamo
No timing necessary, just mash.


Intermediate/advanced :
[VIDEO]
1) air throw
jLK
cMK
jMP jHK
sHP x pummel horse
cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x cerecopter xx diamond dynamo

2) air throw
jLK
cMK
jMP jHK
sHP x pummel horse
cMP sHP x run stop
cLK cMP sHP x run stop
sLPx2 sMP sHP x cerecopter xx diamond dynamo

Notes : after airthrow, you can (and should) use jLK in almost every situation. The only two exceptions are :
- if you connect airthrow very high, you can use jHK instead and get 325 more damage (to get the idea, do cHP into air throw reset as soon as possible. That's how high you need to be). You can still use jLK if you want to, simply remember to delay your input accordingly.
- if you connect airthrow very, VERY low (during the throw animation, bella's feet are seemingly touching the ground). In this case, jLK is too slow and you need to use jLP instead.
• Beginner :
[VIDEO]
throw xx diamond dynamo
titan knuckle
Works everywhere, on everyone.
2892 damage, 1 meter


• Nothing for intermediate players, sorry. Why are you doing ground throw instead of command grabs anyway?


• Advanced :
[VIDEO]
throw x pummel horse
--> Things
(The combo is just an example, do whatever you want after the Pummel Horse. Pretty optimized though.)
Works midscreen on everyone except : Robo-Fortune, Valentine, Peacock, Parasoul, Cerebella.
Works on Filia/Fukua, but the timing is tight and unintuitive in my opinion.
You need to start charging in the opposite direction of your throw as soon as you hit LP+LK, so don't expect to convert if you aren't prepared for it.

• Corner : same combos as Merry-Go-Rilla midscreen conversions, except you don't need to micro dash.
• Midscreen diamond drop :
diamond drop xx diamond dynamo (optional)
titan knuckle

• Corner ground throw/diamond drop :
Same routes as merry-go-rilla conversions.

• jHK (or jHP if in the corner) vs airborne opponent :
Same routes as merry-go-rilla conversions.

• Ultimate Showstopper :
360 LP+LK x devil horns (just before last hit)
dash, then same routes as merry-go-rilla conversions.

• Corner diamond dynamo :
same route as the universal otgless BnB, starting from cLK cMK.

• Midscreen lvl3 :
wait for the opponent to wall bounce, dash forward, then same route as the universal otgless BnB, starting from cLK cMK.

• Midscreen kanchou :
dash forward, then same route as the universal otgless BnB, starting from cLK cMK. Or if you are good enough, do the kanchou BnBs in the "advanced" section".
Intermediate
[VIDEO]
1) cLK cMP cHP
jMP jHK restand
jLK jMP jHK
jLP jMP jHK
sMP x merry-go-rilla
sLPx2 sMP sHK x cerecopter xx diamond dynamo
7663 damage, 1 meter
Works everywhere.
On double, you need to shortly walk before doing jLK, and again before doing jLP, else jLP will whiff. Also, last chain uses cMP instead of sMP (you can do that for both characters, you only lose 10 damage doing so).

2) cLK cMP cHP
jMP jHK restand
jLK jMP jHK
jLP jMP jHK
sHK x cerecopter xx diamond dynamo
sLPx2 sMP sHK x cerecopter xx diamond dynamo
7721 damage, 1 meter
8775 damage, 2 meters
Last chain can only be done if the first super brings you close enough to the corner. Do this combo only if you are not too far from the corner.

3) cLK cMP cHP
jMP jHK restand
jLK jMP jHK
sHP x pummel horse
cMP sHK x cerecopter xx diamond dynamo
sLPx2 sMP sHK x cerecopter xx diamond dynamo
8198 damage, 1 meter
9255 damage, 2 meters
Last chain can only be done if the first super brings you close enough to the corner. Do this combo only if you are not too far from the corner.


Double Specific Midscreen :
[VIDEO]
cLK cMP cHP
jMP jMK jHP
sMP x merry-go-rilla
cLK cMP cHP
jLPx3 jHP
sLPx2 sMP sHP x cerecopter xx diamond dynamo
8247 damage, 1 meter
Works everywhere, Double specific. Also doable on Big Band, but the cHP jMP jMK jHP restand is much harder.
IMPORTANT NOTE WITH THE USE OF KANCHOU :
Always input kanchou :B::F:HK~MK. Two reasons : first, unlike HK+MP, it won't call your assist. Second, inputting a run + run followup using 2 kicks instead of K+P will make the followup come out 1f faster.
Using HK~MK is obligatory if you want sHP kanchou to combo on Big Band!

• Universal Midscreen BnBs :
[VIDEO]
cLK cMP sHP x Kanchou
cMK
jMP jHK
sHP x Pummel Horse
cMP sHP run stop
cLK cMP sHP x run stop
sLPx2 sMP sHP x cerecopter xx diamond dynamo
(if ends in the corner) diamond dynamo
8387 damage, 1 meter
9444 damage, 2 meters
Works midscreen, on everyone.

cLK cMP sHP x Kanchou
cMK
jMP jHK
sHP x Pummel Horse
cMP sHP x Run Stop
sLPx2 sHK x cerecopter xx diamond dynamo
sLK sMP sHP x cerecopter xx diamond dynamo
8748 damage, 1 meter
9805 damage, 2 meters
Works midscreen, on everyone.
Last chain can only be done if the first super brings you close enough to the corner.

Notes :
- Be wary about how far you are from your opponent when you start this combo ; against many characters, kanchou won't combo after sHP if you hit them from too far away, despite cMP bringing you closer to them.
- Against Double, you need to either micro dash or walk forward slightly before hitting cMK, else it will whiff.
- I advise taking the habit of delaying slightly sHP before kanchou. This way, cMP will bring you even closer to your opponent, giving you a better chance to get the combo.
- Against light characters, make sure cMK doesn't hit them too high to make the following restand easier.


• Midscreen BnBs, on light characters only :
[VIDEO]
cLK cMP sHP x Kanchou
devil horns
cMK
jMP jHK
sHP x Pummel Horse
cMP sHK x cerecopter xx diamond dynamo
sLK cMP titan knuckle x cerecopter xx diamond dynamo
9063 damage, 1 meter
10120 damage, 2 meters
Works midscreen, on every light character. Builds a full bar of meter!
Last chain can only be done if the first super brings you close enough to the corner.
This combo ender only works on light character when hitting them OTG.

cLK cMP sHP x Kanchou
devil horns
sLP cMK
jMP jHK
sHP x Pummel Horse
cMP sHK x cerecopter xx diamond dynamo
sLK cMP titan knuckle x cerecopter xx diamond dynamo
8959 damage, 1 meter
10016 damage, 2 meters
Works midscreen, on every light character.
Last chain can only be done if it brings you close enough to the corner.
Easier, you only lose a hundred damage.
• Medium/Heavy Specific BnB :
[VIDEO]
cLK cMP cHP
jMP jHK
sHP x Run Stop
cLK cMP sHP x Pummel Horse
micro dash sMK sHK x cerecopter xx diamond dynamo
cLP cMP sHK x cerecopter xx diamond dynamo
8255 damage, 1 meter
9312 damage, 2 meters.
Possibly one of the most optimized midscreen combos without using kanchou, but make sure to use it only if you are close enough to the corner, since this route doesn't have a corner-less version.

• Corner, Light/medium Specific :
[VIDEO]
cLK cMP cHP
jHP
sLP cMK
jMP jHK
sHP x Pummel Horse
cMP sHK x cerecopter xx diamond dynamo
sLK sMP sHK x cerecopter xx diamond dynamo
8176 damage, 1 meter
9233 damage, 2 meters.
Playlist link
 
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Hmmm...that combo vid by GFarmer gave me ideas.
I believe we could do something even stupider than what they did for the squigly lvl3 whiff punish.
Brainstorming intensifies!
 
will need to test plenty of stuff, check how positive you are after a double deflector, what stupid juggle you can do getting "punished" by the end of the lvl3...
That was the only moment in the video I actually liked, even though all the hard tags were entertaining :p
 
after 2 months inventing combos without playing online because my internet was shit, I played a bit and I saw that I forgot what guard was.
what do I do in this situation?
invent more combos!
light corner combos, NCH :
• c.hp jlk j.hp j.hp c.mk c.hp j.lp j.hp s.lk c.mk TK s.lp s.mp s.hk copter dynamo
• c.hp j.mk j.hp j.hp j.lp s.mk s.hp PH c.mp s.hk copter dynamo c.lk c.mp TK copter dynamo (1v3 ToD)

the rest is staying on paper, I don't want to spoil my CH corner combo video :p
EDIT : AAAAAAAAH, too much stuff, too much situations/characters/undizzy/starters to try! AAAAAAAAAAAAAAAAH, 10 combos per weight just for corner HCH, and I don't feel like I went past the superficial layers of the universe of possibilities!
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH...
I think I'll need to write some of the stuff on this thread, or I will just get lost.
 
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well, I'm afraid now, fukua and Eliza seems to be rather...problematic
3-25 against dreamepitaph, and after a few rounds against eliza, I can say they're both gonna be a pain.
• fukua : I know dekillsage says he doesn't have much trouble, but we're talking about solo there. Aaaand I have no idea what I can do.
-j.hk, I don't think I need to say how annoying it is on neutral, but when she's close, fuck me, I can't even go for a grab or full HCH combo on my face.
deflector is useless because she recovers really fast from anything and she doesn't care if you get close to her, because you're even more scared than her about being close.
you could think her grabs aren't a problem because mine beat hers, but j.hk means if you are wrong you die.
deflecting a meaty shadow on wake up isn't really easy, so if she airgrabs you, you're not really in a good position.
lk shadow beats armor.
fireball super and lvl3 kills armor too.
basically, bella can't zone, and can't counter. Lovin' it.

• Eliza : slow val, eh? even more slippery, with her long-reaching normals, j.hk that moves her away, combined with airdashes.
and her summons...doesn't care about the fact you hit eliza during the recover, uh? great. And she recovers super fast, just like fukua shadows...
Again, all my air options get beat right away.
doesn't have much to say about her for now, but it's not a good start.
 
Actually working on counter hit corner combos, and I figured unusual air chains using j.hp are getting interesting with all the damage they can deal, since drama isn't as limited as usual. So I looked for every corner air chain possible, with their corresponding launcher and their possible follow-up (otg usage or not, what move links after them, etc...), and here you go :
c.hp --> j.hp --> L/mk (c.mk way easier after otg)
c.hp --> j.lp j.hp --> LP
OR
OTG c.hp --> j.lp j.hp --> L
(start) c.hp --> j.hp - j.hp --> OTG
c.hp --> j.hp DJ j.lp j.lk j.mk j.hp --> L
c.hp --> j.hp DJ j.lp(mash) j.hp --> L/M/c.HP
c.hp --> j.mk j.hp --> LP
c.hp --> j.hp DJ j.lk j.hp j.lp --> L/mk (max i got after j.lp was +14)
c.hp --> j.mp j.hp j.lp --> L/M
c.hp --> j.mp j.hp - j.lp j.hp --> L

(start) c.hp --> j.mk j.hp - j.hp --> OTG
OR
(start) c.hp --> j.mk j.hp - j.hp - j.lp --> L/M/H
(c.hp/s.hk is hard, c.mk/s.mk is doable reliably, light moves are super eazy)
(DOESN'T WORK ON PEACOCK!)
c.hp --> j.lk (j.mk) j.hp - j.lp --> L/M
c.mk c.hp --> j.lp j.mp j.mk j.hp --> LP
c.mk --> j.lk j.hp - j.lp --> L/M
c.hp --> delay j.lk j.mk j.hp --> s.lp
c.hp --> j.lk j.mk j.hp - j.lp j.hp --> L
c.hp --> delay j.lk j.mk j.hp DJ j.lp(mash) j.hp --> L/M
c.hp --> j.mp j.mk j.hp DJ j.lp j.hp j.lk --> L/M
OTG c.hp --> j.hp --> s.mp s.hp
c.hp --> j.hp --> LP
(start) c.hp --> (j.mk) j.hp - j.hp --> OTG
c.hp --> j.hp DJ j.lp(mash) j.hp --> L
OTG c.hp --> j.lp j.hp --> LP
OTG c.hp --> j.lk j.hp j.hp j.lp --> L/M
(start) c.mk c.hp --> j.lp j.mp j.mk j.hp - j.lp --> L/M/H
c.mk --> j.hp - j.lp --> L/M
c.mk --> j.lk j.hp - j.lp --> L
c.mk --> j.mk j.hp - j.lp --> L/M

c.hp --> delay j.lk j.mk j.hp --> s.lp

• c.hp --> j.mp j.hp j.lk --> L/M/H
Parasoul only :
OTG c.mk c.hp --> j.lp j.mp j.mk (j.hp) --> LP
c.hp --> j.hp DJ j.lk j.hk --> L/M (possible for some lights too, didn't check seriously yet)
c.hp --> j.lk (j.mk) j.hp - j.lp --> L
c.hp --> j.mk j.hp - j.lp (super tight timing!) j.hp --> LP

Bella only :
c.hp --> j.lk j.mk (at least one of them, or both) j.hp - j.lp --> L/M
c.hp --> j.lk/j.mk j.hp - j.lp --> L/M OR jump again instant j.lk j.mp j.hk (hard, but sooo badass)
c.hp --> j.hp DJ j.lk/j.lp j.mp j.hk --> anything
(start) c.mk c.hp --> j.mk j.hp - j.hp --> OTG
OTG c.hp --> j.hp --> LP
OTG c.mk c.hp --> j.lp j.mp j.mk j.hp - j.lp --> L/M
c.mk --> j.hp - j.lp --> L/M
c.hp --> j.hp DJ j.lk j.hp - j.lp --> L/M/H
(start) c.hp --> j.mp j.hp - j.hp DJ j.lk j.mp j.hp - j.lp --> L/M/H


BB only :
c.hp j.hp DJ j.lp(mash) j.hp --> L (high tendency to whiff on double)
a few details :
- "(start)" means you have to do this at the very beginning of your combo (launcher must be stage 2), or the air chains will trigger IPS.
- "-->" means you either jump or land. There is no "land then jump again to combo" if not specified.
- "OTG" means you need the little extra height provided by an OTG usage when you launch to make the combo work. Every combo working without OTG usage also works when you use it.
- "L/M/H/LP/OTG/anything" : tells you what you can combo after landing. some air chains will force you to use OTG, some can be followed by anything, or only medium normals, only lights, or only s.lp/c.lp. When you see "L/M", keep in mind c.mp/s.mp are slower than s.mk/c.mk, making it harder to confirm (maybe sometimes it's only possible to confirm with mk, but I didn't check very seriously, I plan using mk follow-ups anyway).
- "DJ" means double jump.
- "-" : means you make a link mid-air, without landing or double-jumping. A lot of air "chains" use the fact you recover really fast from j.hp, allowing you to connect j.lp or another j.hp afterwards. Just sayin', for those who would be surprised.
- I tried to use a few colors to make it easier to read, tell me what you think.

It's WIP stuff, you may find other possibilities.
If so, PM me so I can add it. DON'T POST YOUR FINDS IN THIS THREAD.
I plan to move this list into the first posts when I believe it is complete, to make a compact database that I can organize freely.
I put it here now just so people see it and are aware about its existence.

PS : I won't consider Eliza stuff until she is finished, AND I DID WELL cuz she will be as heavy as parasoul in next build...
PPS : I didn't check any character specifism for lights, only tested filia, so you can also check what works on who and so on. Can't really do that myself for now.
 
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For stupidity cr. mk into tk grab bag for hilarity to ensue (it could work as a reset but it's not a good one at all)
 
For stupidity cr. mk into tk grab bag for hilarity to ensue (it could work as a reset but it's not a good one at all)
...Thank you for your help...
*Facepalm*
 
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raaah, fuck all this crap!
my internet connection is shit, my controller mp button doesn't work anymore, and my computer can't handle 30fps obs recording with video quality divided by 2, so I get videos with frame skips all over the place.
screw everything, see you all after summer, playing only skyrim starting now.
 
I read a very interesting thing I didn't know about : http://skullgirls.com/forums/index.php?posts/152795
Skullgirls PC Beta Updates Discussion

I kinda want to make an optimized combo or two using this mecanism, just to see how it would look like. Would obviously not work at all with current IPS, but I don't care. This is all for the sake of combo science.

@IsaVulpes, do you remember if it was "don't end a chain with a move you already ended a chain with", or "don't end a chain with a move you already used"?
 
Aaaaand it does absolutely no difference for bella when you do the usual midscreen kanchou combo, and the only thing you have to change for the BnB is doing j.lk j.mp instead of j.mk j.hk in the first chain...
Disappointed I am :S

And in the corner...
Lights :
C.hp j.mp j.mk
s.lp c.mk
j.mp j.hk
c.mk kanchou
J.lp (mash)
S.lp c.mk devil horns
J.lp (mash) j.lk
S.lp c.mp c.hp
J.lp (mash) j.hp
S.lp s.mk s.hp pummel horse (would that trigger, as kanchou was used before? If it does, welp I miss on one not very interesting chain...and we can't check anyway)
C.mp s.hk L lock'n'load dynamo
C.lk c.mp titan knuckle copter dynamo

Didn't take undizzy into consideration.
...
Well that one sounds fun, I have to admit! It felt like I used and needed to use almost every thing bella has.
Not really sure it would really make combos more diversified between different players, but it makes them so considering move usage.

I'll keep looking, I'm enjoying it.
 
note to self :
c.mp s.hp run stop c.mk kanchou is possible on all "thin" characters...
dis gon b gud
 
note to self :
c.mp s.hp run stop c.mk kanchou is possible on all "thin" characters...
dis gon b gud
So no big band, valentine, bella?
 
actually I didn't even try on them :p
I guess it may be possible, bu harder. already hard enough and I don't see why I would bother do it on them if there's noting else character specific in the combo.
...actually it would be intereting if it worked on BB because s.hp kanchou doesn't work on him...ok gonna try.

EDIT : tried, doesn't work.
you need to have the possibility to delay a bit the kanchou after c.k so you have enough time to charge.
BB requires to do kanchou immediately after c.mk, which isn't possible right after a run stop
 
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I feel like I'm inventing a new meta for doing fancy combos.

Put side switches EVERYWHERE!
 
...well this evening was...interesting. Now I have a new recipe :

How to get uber confused :

-look for option selects
-look for option selects you can do when you wake up ("defensive" option selects, we could call them)
-input list on to know exactly what you did
-try battle butt xx super option selects : the first few frames of battle butt are still super cancelable, so if someone try to meaty a low, you armor and the armor hitstop gives you enough time to cancel super. if they grab or do nothing, battle butt comes out, you get punished, but at least you didn't use any bar
--> it works well
-try a bit more battle butt xx 360, mess up the input, still get battle butt.
-check the input list, you see that what you input is...pummel horse.

confusion stage 1.

-try again, you armor and get battle butt again even though this time you input pummel horse on purpose.
-enlightment : "oh my god, when you armor, it seems hk is considered again by the input list or some shit like that and the game considered you did hkx2 so you battle butt.
-get idea of the most OP option select of all time :
• if opponent goes for a normal attack : get battle butt
• if opponent grabs, eat pummel horse
• if does nothing, have to block a "reversal" overhead

-get hype
-try with two training dummy recordings, shuffling randomly between grab and low
-grab gets you grabbed : "da fuck? how is that possible?"
-check the data, first frame of pummel horse is full vulnerable (well not really, it is armored actually, but grabable!)
-"FUCK" but that means opponent still has to time his grab perfectly
-tries again with an opponent that grabs slightly after wake up for further testing
-gets grabbed

confusion stage 2

-check the record, see the few frames coing out before you get grabbed consist of...battle butt...
-check the input list, see that you input hk then lp+lk

confusion stage 3

-testing intensifies. now you get randomly battle butt or pumel horse, whatever is the option the training dummy go for

confusion stage 4

-understand that you always get pummel horse when you input hk, lp and lk on the same frame, and that you get battle butt only when you input hk then lp+lk

confusion stage 5, start thinking you played too much today

-remember this : http://skullgirls.com/forums/index.php?posts/96876/

fatigue level 5, go to bed
 
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managed to play online for the first time since end of june...that sure is a fucking long time...

Gotta train my inputs for grabs, way too many diamond drops became 360s.
Gotta re-learn reversal timings.
Gotta train resets again, I fucked up 75% of them :^/
Gotta train incoming mix ups.

I REALLY need to stop doing titan knuckle and LnL all the fucking time.

At least PBGC timing seemed to still be in my muscle memory.
But I still hate filia as much as before.

I'm still happy, I managed to get this combo twice in a row on first try online :
c.mp s.hp RS c.lp c.mk kanchou
devil horns
j.mp j.hk (swag)
s.hp pummel horse c.mp s.hp RS c.lk into usual ending
...didn't even train it :p

also :
my theory fighting is completely off.
s.hk does NOT work against IAD filia...
 
s.hk doesn't work against IAD filia, but s.mp should. Yay disjointed hitboxes
 
s.hk doesn't work against IAD filia, but s.mp should. Yay disjointed hitboxes
I knew about s.mp, I was just trying s.hk because if it worked it would be completly mindless : punish airdashes and avoid/punish dashes into lows (the low hurtbox on s.hk is so funky).

But nope.
 
online play is for scrubs, gonna stay in training mode. That new fancy combo isn't gonna record itsel-...would have prefered, actually T_T

this combo has 7 inputs/links that are as hard as otg titan knuckle devil horns c.mk link...and none of them can benefit from any past muscle memory.
I'm gonna di-FUCK, ARE THOSE ELIZA FANS GONNA STOP POSTING ABOUT HOW NOT OUT SHE IS YET, I GOT ALERTS EVERY 20 SECONDS!
 
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played against zeknife
as usual, it didn't end well for our health, both mental and physical.
doing 98 rounds sure wasn't the best idea, of course, but still...he's a catalyst for my stupidity, and that can't be right.
now I'm in a mental state that makes me do stupid things in training mode.
I will probably be deceased before the end of the night. please call an ambulance.

http://www.hitbox.tv/video/275297
 
and second part :
That zoning pattern was so annoying...

feel free to comment.
 
I got techs. Will probably add the practical part of it to my BnBs. Someday.
@zeknife
Like skullgirls science? Lab it. I can't believe neither squigly or BB have no use for this.
 
hmmmm...
encoding that make me able to record 1080p 60fps : check
video editing software that actually works :
shit will get real.png
check

shit is gonna get real
 
he's using vegas pro 13. i tried giving him a copy of my vegas pro 11 but uh it kinda didn't work ( that what i get for stealing it :C )
 
@LuxadeSwag
I knew about the tech for two months, but I wanted to lab it hard before doing a vid on it. Didn't know about your vid.
Val surely has plenty of uses for it, so have fun with it, I guess.